Tuesday, June 23, 2026

Enhanced games - part 6






Power of Ten

I've found another group of games that are enhanced for the Atari STe. Something tells me that this is the last compilation I'll be making, but don't worry, as you can still access the previous compilations by clicking here(1), here(2), here(3), here(4), and here(5). So let's check out the remaining bundle of STe joy…

Bio Hazard II is, oddly enough, the sequel to Bio Hazard, a game you may remember me raving over a while back? Well, check that out by clicking on this link, it's well worth it!! Anyhow, this 1996 sequel feels like a completely different game, because it is. Dungeon crawling is replaced by an overhead, grid-based combat system. Think of something like Space Crusade or Laser Squad. One/Two players control a squad of cyborgs, each with limited movement and action points per turn, engaging in strategic battles against alien foes. Blitter and DMA are utilised, and I love the intro. Marvellous game!! The registered version is available at Atarimania.

Daimakaimura is Sascha Springer's attempt to produce a more arcade-like version of Ghouls 'n Ghosts by fully using the STe hardware (H/W scrolling, Blitter, etc). Sadly, it's been a while since the last update, so I hope this project hasn't died, as it proves the power of the Atari STe in the hands of talent. The potential is staggering. Check out his thread at Atari-Forum.
GodPey was released in 2002 by Reservoir Gods, and it's another brain-mashing puzzler. The aim is to connect a continuous chain of diagonal lines across a grid by swapping adjacent tiles. Yes, it's bonkers and requires strategic planning and quick thinking. So I hated it lol. Seriously, it's brilliant, and the presentation is superb with excellent graphics and spanky music. Oh, and make sure you read the documentation! The download is available at Atarimania.

H.E.R.O. II is a 1997 RPG by Tony Greenwood - it stands for Human Extraction and Rescue Operation. This sequel is set in the Ex-Thorp Bio-Nuclear Complex, where you navigate hazardous environments to rescue survivors before it self-destructs. The puzzles are great, without being irritating. The graphics are superbly detailed in a comical way I love, and the sounds are absolutely fantastic. Miss this game at your peril. The download is available at Atarimania.

STEtris was released in 1998 by Oliver Heun! Inspired by the classic Tetris, this version enhances the original formula with vibrant visuals and dazzling music by that Bio Hazard fella, Les Greenhalgh. I love how it's bursting with colour, and you can tinker with many different options. There is even a two-player "battle" mode! The download is available at Atarimania.

Take It is a board game by Nicolas Challeil in 1994. Blacks vs Whites trying to take each other's pieces. It sounds boring, but it's anything but. Sadly, only for two players, but Nicolas has (somehow) used the Blitter and DMA audio. If you have a willing family member there, then check this one out. The download is available at Atarimania.

Tetris II Strikes Back is a 1996 Tetris game by Roman Dolezal that supports both single- and two-player modes, with nice STe aesthetics. Yep, it's Tetris, but at least it provides a competitive experience for two players. The download is available at Atarimania.

Trapped II was released in 1996 by Dan Jones, and out of all the Tron-like games I've played, I think I enjoyed this one the most. There is a range of options to choose from, and the DMA audio is fabulous. This is an excellent game!! The download is available at Atarimania.

Ultimate 'tris Game is (sigh) another Tetris game released by Sebald Loic in 1996. Supports one/two players with ultra-smooth movements and very unusual background audio. By now, I was getting sick of this damn genre, but oddly enough, I still liked it. Shockingly, enjoyable, so highly recommended by me! The download is available at Atarimania.

Word Up by Sven Dännart, released in 2022, is a "Sokoban" game in which we need to move letters to form the required word. Wow, doesn't it sound really boring? Well, it's actually a fantastic game and incredibly taxing. Gotta say, I like the clean-cut look and the audio is nice. If you enjoy a challenge, then waste no more time and get this. The download is available at Atarimania.

Another charming bunch of different games. I hope to fully feature HERO II and Bio Hazard II one day. They're games that demand much time, but are worth every second. Well, I have had tons of fun compiling this list, and it's interesting to see what enhanced goodies lurk within our library. Of course, all titles have been added to our ever-growing Enhanced Games page. Have you had a look at that yet? Yes, you really should ;)

I hope you enjoyed this sixth compilation. Stay enhanced... STay Atari STe!!


Bio Hazard II is tremendous for fans of turn-based strategies!!


Daimakaimura! Like, wow, I wish I could play this! (screenshot from rolling demo)


Connect those horizontal lines for points in GodPey. Fantastic music by Malcom Grant.



One of the best Atari ST games you can choose to play. So, be wise and play HERO II.



It's STEtris - with loads of extras, and aesthetically quite pleasing.


Out of all the games listed here, this is the one that shocked me the most!


Tetris II Strikes Back was never gonna make a nice screenshot, so I played silly!


It might not look much, but you shouldn't miss playing this 'Tron' game.



Another damn Tetris game, I know!! But, hold on - this is actually really good!


Move the blocks to form a word. How hard can Word Up be? (lol)

Sunday, June 21, 2026

Ultima IV: Quest of the Avatar






The adventure continues

It's been a couple of weeks since I jumped into the bewitching world of Ultima IV, and you probably guessed that I'm addicted to this ancient role-player. As a complete newcomer to Britannia, I find the game constantly surprises me with its depth, freedom to explore, silly people, monstrous battles, and the sheer wonder of discovering new places. This is a game that has proven itself beyond any expectation I had.

If you're one of those people not on X, you've probably missed my progress updates. Well, this little article shows where I'm up to and what I have experienced so far. I hope you enjoy reading it.


My early wanderings

After poking around Castle Britannia and the nearby town of Britain, I've been venturing out further. This was a big step for me, as I gradually moved farther from "safety". This place has more than its fair share of monsters roaming the lands (and seas!). So, I've been making good use of the "H" key to Hole up and camp - ie, rest/recovery. It saves time and worry compared to desperately searching for the next town to recuperate in safely. It's not foolproof, though - sometimes something nasty interrupts to ambush your rest.

I've done a fair bit of grinding for XP and gold to upgrade weapons, armour, and supplies. However, only by returning to see Lord British in person did I receive the levelling I was owed. Also, recruiting companions took time to grasp. I figured anyone looking handy with a sword might be persuaded to join. Sadly, no one ever agreed to join me. It was only by chance that I later found a willing couple - Iolo and Jaana. Their ranged attacks make combat more varied and less melee-centred than when I was alone.

It's not all about fighting hideous monsters; this is a game of exploration and clue-gathering:

It feels silly to admit communication, as games like this thrive on it. Ultima IV feels different, and you won't get anywhere without a chinwag. When talking to someone, you may ask their name, health, or job. But it's how you respond to their reply that matters, as they lay the foundation for clues. For example, when in Yew, someone may mention 'justice', so you respond with that word to dig for information. I've learned that whatever noun they use, that is how to investigate.

Of course, it also pays to search thoroughly everywhere you go. For example, near Britain's Manor (ie, the Inn), there is an odd-looking corner. It appears to hold no value, yet it is rather peculiar in that it leads nowhere. I noticed it straight away, but thought nothing more until I happened to stay over one night. Then I decided to use Search and uncovered a hidden rune!!

Since then, I've taken this approach with all towns, only to discover they often have secret passageways (Doom style via a hidden part of a wall). They might not always lead to a Rune, but often to an inaccessible area that may hold access to a new store, treasure chests, or simply a location with new people that you need to speak to. Lesson: search everywhere.


Tides of Discovery

After several hours, I hit a major milestone: during my earlier travels, I'd noticed many areas were unreachable by land, and figured I needed to purchase a ship. Confusingly, no shop sold them, but I'd seen them in the intro, so I knew it was an option. While near the town of Yew, I spotted one, but that experience didn't go well, as the ship stayed out of boarding range and peppered me with cannon fire. After dying and restoring my saved game, I realised the water near the shore must have been too shallow. That got me thinking...

I went on a walk to see if the island had coastal areas with deeper waters along the shoreline. Turns out that there are many places that do, and a ship appeared. Uncanny, right? Well, I won and took charge of their vessel. Sailing around Britannia is fantastic and reveals parts I had previously noticed were off-limits. Of course, the open water brings new dangers. I've already had some memorable scrapes with Giant Squids, Serpents, and other ships. In fact, I've amassed three ships, which I've left idle around the southern islands.


Not all good

Ultima IV rewards patience and curiosity; however, I'm still reminded how new I am to the game, as I've noticed something called Moongates appearing in certain locations. I haven't sussed out how they work with the moon phases, but stepping through one for the first time (after a quick save) whisked me into Magincia. This is a town full of "friendly" monsters, with some drinking in the pub and shopping! Sadly, the shops wouldn't serve me, so they weren't that friendly, I guess. I left here a bit bewildered but very much alive.

Also, I know very little about the Runes I've collected, although I've noticed that each town seems to revolve around a particular Virtue. This is where the corresponding Rune comes into play, as they are hidden within the boundary of each town. Quite what I'm supposed to do with these Runes remains a mystery. My next step is to spend more time talking to the townsfolk and paying closer attention to what they say.

Finally, I've had an early glimpse into a dungeon, which I found by sheer luck while mountain climbing in the north. Upon entering, I found everything dark, so I panicked and scrambled for the documentation. Hitting the "I" key to ignite my one and only torch did the trick, revealing the dungeon in all its glory. How this plays into the adventure, I don't know, but it's presented in first-person and looks stunning.

Confusion abounds, but try to tell me this isn't a fascinating game, and I'll come over and slap you.


Follow me

I'll keep posting updates and progress photos on X as I go (link is filtered for "Ultima IV"). Feel free to follow me (but don't be a knob and tell me where to go or what to do. No spoilers, please, as I'm discovering Ultima IV for myself, albeit very slowly). Hey, just sit back and enjoy the journey. I know I am.

Since beginning this article, I've increased to level 5 and found a mage called Mariah. This might be the start of something special, with someone at the party who has magical abilities. Sadly, the only magic I currently know is how to cure and heal. Very handy but hardly offensive, so I experimented by mixing reagents. By sheer guesswork, I learned how to make fireballs by mixing reagents Sulfur Ash and Black Pearl.

Onward I go, Avatar!


Cuppa tea and Ultima IV... Living the dream.


Sometimes you ask a silly question, and you get a silly response :)


Get too close to something in the water, and the fight is on.


This shocked me big time! I never expected a first-person dungeon to look this good!


Yes, I have a ship, so I went exploring. By sheer luck, I found another Moongate!!

Friday, June 19, 2026

Defensive Alien Remoting Command






Hidden GEMs

Every so often, I weirdly stumble upon something that wasn't hidden but is new to me. Both DARC and DARC II are first-person shooters I’ve likely seen at some point but since forgotten (why does that keep happening?). Anyhow, Dieter Marfurt released these around 1996, and the second isn’t strictly a sequel; it’s essentially the completed game, so the one to boot up and play (well, if you ignore its dreadful intro).

The year is 2153, following the world’s destruction by nuclear contamination. To restore the Earth’s fauna, a team is sent 2,000 ft underground to find a backup(!) we can restore. However, the contamination mutated the life forms down there into aggressive Zorks that angrily roam the corridors. The place is huge, the corridors are dark, and monsters are waiting for you. Dare you venture in to save the planet?

Sounds great, right? Yeah, it does, and I love first-person shooters! Let's see a screenshot...



A Substation-like maze with little red devils running around!




Gameplay

Both games are first-person shooters similar to Substation or Destruction Imminent. No matter what the documentation says, the engine isn't Doom and more like Wolfenstein, which is still cool. The gameplay involves navigating your team through dark, mutant-infested corridors, collecting items, and battling the red devils (Zorks). These guys are quick and never in the mood to talk - so shoot first and ask no questions. But trigger-happy adventurers will need to source pickups, as your ammo will not last long.

The first thing that struck me was the engine's speed and agility. Walking around and exploring the maze is surprisingly fast and smooth. Possibly because of the Blitter being used, although the game still works on older machines. The colour palette is murky and quite spooky as you begin to scour the badly-lit corridors. However, the joystick/keyboard controls are strange and will take some getting used to. Unlike the above-mentioned games, you cannot simply walk and turn as you would expect. It is (ahem) slightly different:

  • For example, if you prefer the joystick, pushing up/down moves you forward/backwards. Pushing left/right will sidestep. To actually turn around, you must move left/right whilst pressing the fire button. To shoot, press up and fire at the same time. Yes, it's most peculiar.
  • I found the keyboard miles better: walking forward = 8, walking backwards = 2, sidestep left = 4, sidestep right = 6, and firing is done by slapping that space bar. Now comes the cool part: turning around is performed using the cursor keys in all four directions. As you can see, this is a two-handed game, but I gotta admit, this octopus arrangement works surprisingly well.
  • Additionally, whatever method you use, you can switch between team members by pressing "y, x, c, v". If you're lost, press M for a map, and press D if the music is making you anxious!
  • Doom had been out for years, so I'm baffled by how complicated this is.

As with anything, practice makes perfect, so have a game or two before you play properly...



Screenshots really do this game no justice. Anyhow, grab that ammo!




CryptO'pinion

Playing DARC II is unusual, but an absolute blast. The engine is fantastic, especially given the competition, and it's still running on an 8MHz computer. The Blitter makes everything a tad quicker compared to the older STs, and the thumbing background music adds so much to the already genuinely chilling atmosphere.

However, I don't really see the point of having a team of players rather than being a Doomguy, since there's no real gameplay benefit other than "extra lives". Sadly, ammo is scarce, as caches are very rare, but my biggest issue is the size of the underground. It’s enormous and likely too vast to fully explore.

Okay, for all its faults, DARC II is incredibly enjoyable. The engine alone blows me away, and even more once I discovered it was coded in GFA BASIC!! Yep, I love this shooter and exploring through the dark, murky corridors is great. Substation remains unbeaten, but if you enjoyed that, then you're gonna love this one.

  • Download both games from Atarimania.
  • Click here for more first-person shooters for the Atari ST/e.
  • Hey, both games use the Blitter, so let's add 'em to the Enhanced List.


Up-close and personal. Prepare to die!


Oh no, they're ganging up on me now!!


Hang on, what's that? Let's kill them and find out.


DARC has a superb map, so hit the M key and don't get lost.


Things get even better in DARC II with extra information to assist.

Tuesday, June 16, 2026

The Vodka Demo






Alcohol is good for you

For me, The Vodka Demo stands as a defining moment in the Atari ST demoscene. It pushes 16-bit limitations far beyond (my) expectations. It also bridges the gap between older and newer demo styles, with some rather cool screens. Released by the mighty Equinox in 1991, it showcases some impressive technical wizardry, especially its game-like menu. Of course, each demo pushes the ST to its limits with stunning colours, speed, full-screen displays, and gorgeous YM2149 sounds. It’s pure early 90s black magic.

I'm reaching that point where I always say the same thing: download and play this megademo on a proper Atari ST if you can. It's far superior and the best way to experience this outstanding production.

Demozoo has the download, plus a dedicated group page for Equinox.

Credits

Fab - Music (Unlimited Bobs screen)
Krueger - Code
Moby - Music (Intro)
Starlion - Code
Steprate - Code


One of those screenshots that does no justice to the smooth movement of colour.


I guess no screenshot ever does a demo justice? Yep, like this one!


Never did I understand the concept of these sprite challenges. Use it in a game!


Wow, this demo is mind-blowing. Love it. Love it. Love it!!!


Oh dear, why did I take these screenshots? Look, just get the demo downloaded.


I love how smoothly the dragon moves. Those eyes though.. Arghh, those eyes!!


A nicely timed capture, and the message is right. The ST is better than Psygnosis thought.


A hidden screen, and it's by one of my favourite groups too!


Yeah, this demo has style by the bucket load!!


No megademo is worth its salt without a cool reset screen :)

Wednesday, June 10, 2026

SpaceWar: The Next Generation







SpaceWar!

Steve Russell developed this unique space-combat video game in (wait for it) 1962. Two players control spaceships, nicknamed "the needle" and "the wedge," engaged in a dogfight while manoeuvring within the gravitational pull of a central star. Sounds simple. It is, but it was groundbreaking back then.

Fast-forward thirty years, and along comes Howard Jones (no, not that Howard Jones, so don’t expect any pop/synth music), who decided that the Atari ST definitely deserved a slice of this historic action. His 1992 remake keeps the soul of the original while sprinkling in some extra ST magic. And if you’re lucky enough to have an STe, you even get enhanced DMA sound effects to really crank up the atmosphere.

The gameplay is dead simple: two ships, one star, and a cargo hold of torpedoes. The needle/wedge is replaced with something that looks kinda like Grav, but the game itself remains the same. You’re locked in a frantic tug-of-war with gravity, constantly fighting against the star’s relentless pull while trying to line up your shots. Matches are fast and chaotic, with extra options to tweak gravity, add ship functions, and more.

Visually, it's fairly minimal, but also excellent because the gravitational field doesn’t just drag your ship around – it bends pixels in a way that feels almost T2K hypnotic. As for the audio, the STe’s DMA is brilliant with loads of crunchy shots/blasts/death, but even on a regular ST, the sound effects are great.

SpaceWar honours the original very well, and for such a simple idea, it’s incredibly addictive!

  • Atarimania has the download, including the documentation.
  • Check out YouTube if you're wondering what a game from 1962 looked like.
  • SpaceWar proudly blasts its way into the Enhanced Games list.


Tinker with the game, bounce mode is fun, but I preferred wrap.


Red is trying to catch up, but is getting a bit too close to the star.


Death to all blues!


Woo, getting a bit too close there!


Weeeee, we love to fly!


Death!

Sunday, June 07, 2026

Ultima IV






And so it begins...

I've been lucky the last few years and enjoyed a number of great games like Cosmos Chronicles, Times of Lore, Shadow Sorcerer, Questron II, Phantasie, and more (but not Knightmare!). So, I went on the lookout for something new (to me), and Ultima IV struck a chord, as it's not something that's been played before. Plus, the storyline was very different, and I fancied a game that would last for the long term.

This won't be a walkthrough or anything silly like that; I simply wanted to enjoy the journey. So, I'm approaching Ultima IV as I would have done back in 1988: armed with the original map (albeit an online copy - thanks AL), my notebook, and a willingness to get muddled and lost. I'll be looking forward to learning how Britannia works, as I'm completely new to it. However, only as I write this am I wondering why I'm not beginning with the first game (well, Ultima II for the ST). Yep, I'm just very awkward.

So what is the storyline? Well, this was quite a shocking moment, as there doesn't seem to be a big bad baddie to slay - or at least die trying. Nope, Ultima IV is set after the defeat of Exodus (from the third game). Peace has returned to Britannia, but I fear that Lord British isn't totally happy, as monsters still roam the land and darkness resides in people's hearts (as always). So, we have been summoned to become a good example for all, to prove ourselves worthy of a far greater title. You guessed it, that Avatar malarky.

I gotta admit, I was shocked by this alternative storyline objective. Britannia isn't saved by the clang of swords, but by the spirit; our goal is to master the Eight Virtues through exploration and wisdom. Yikes, this journey kinda worries this old melee warrior, but it also appears quite compelling, too. I'm all in!

The legendary opening sequence of Ultima IV: Quest of the Avatar...







Day one...

So, I dug out PP's version of Ultima IV, as it supports installation on the hard drive and saves don't require a floppy. It's brilliant and highly recommended over any cracked menu disk. My first few hours have been a mixture of wonder, excitement and complete bewilderment. The interface is straightforward enough, presenting Britannia from an overhead perspective, while the controls remind me a little of Questron II. Initially, I thought the command-driven approach was a bit over the top, but that was simply me being a knob. Need to open a door? Press O. Ready a weapon? Press R. Wanna attack something? Press A. /etc/etc...

Emerging from the castle, I found myself outside in the fresh air after finally figuring out how to escape using ladders and doors. I went for a wander and immediately loved the environment and the way enemies appeared rather than materialising out of thin air. This makes Britannia feel more realistic, like a living place rather than a collection of random encounters. Exploration is a cinch and enjoyable, but I stayed close to his castle because I didn't fully understand the fundamentals of survival. i.e., health, food, recovery, and so on. Plus, I could see a skeleton getting closer. What should I do? Run back inside or stand and fight?

Of course, I fought! And this part of the game reminded me a lot of Cosmos Chronicles (or should that be the other way around, lol). Of course, fights are turn-based, but the action flows quickly enough that encounters feel exciting as you scurry to ready a weapon. These battles are superbly thought out and a lot of fun - especially as the music changes, which enhances the atmosphere. More so with a Roland MT-32!!

At this moment, I'm staying close to the safety of Castle Britannia and a town called Britain (great names). I don't wish to travel far in case I get poisoned by a snake, jumped on by monsters when camping, run out of food, and so on. I need to grind, earn some XP and get more gold to afford supplies such as food, weaponry, armour, and so on. I expect this grind will last a while before I feel comfortable. Also, I should consider forming a party, as it's lonely atm. Yep, I haven't even scratched a millimetre off its surface.

I have no plans for future updates, but you never know. Follow my progress on X (Twitter) by using this tagged link. I'm going to enjoy this adventure! Hey, are there any fans out there? Silly question, right?

Oh, and I'm playing using real hardware, so there are no nice screenshots coming...



Yep, I recently acquired a Roland MT-32. Beautiful music!


So I'm still quite new here. Hence, heading out into the dangerous world alone.


Gotta love the characters you meet. I need a spicy woman!


A little later on, someone was selling a horse. So, I bought it. No idea why!

Saturday, June 06, 2026

Cannon Fodder [WIP]






Fodder Reborn

When Cannon Fodder hit the shelves in 1993, it wasn’t just another game - it was an instant cult classic. Rightly so, it's a cool mix of action, strategy, and a dollop of dark humour thrown in for good measure. I loved the game and even had the Atari Jaguar version, which played better than I expected using a pad.

The game has us commanding a tiny squadron of soldiers, leading them through jungles, deserts, and snowfields, looking for enemies to blast to smithereens. We could use machine guns and grenades, blowing up little huts and generally running around like the A-Team, killing everything. So much fun!

I was thrilled when Cannon Fodder eventually arrived on the ST. However, this joy was short-lived as it became evident that we had been saddled with a lazy port without proper horizontal scrolling. For me, this has always been a bitter pill to swallow for over three decades. I’m not interested in excuses; a bad workman always blames his tools. Confusingly, this was the same person who gave us Sensible Soccer. Wow!

Fast forward three+ decades, and we finally have a proper Cannon Fodder with horizontal scrolling thanks to Krzysztof (kTz) Jarzyna of Retro Blitter Team (you need an Atari STe or an ST w/Blitter). No need to rub your eyes in disbelief, as it's true - no more jarring screen flips! Now, the battlefield scrolls as your squad advances. So, Cannon Fodder is fully playable without the need to look over our shoulders at the Amiga fanboys. Not only that, but Hospes will soon improve the intro's graphics with PP's background music!!

I'd like to tip my (virtual) hat to Krzysztof, as he's obviously worked hard hacking away at the code to improve it. It's still a WIP (I believe), but after all these years, we have a fully playable game. That makes me very happy!! So gear up, as we’re finally entering battle in a version the Atari always deserved!!

Here are loads of links to the new game, along with loads of other cool stuff...

  • Retro Blitter Team's Cannon Fodder is available for download (*WIP*).
  • This ultra-sexy new version has been added to my list of Enhanced Games. Check it out.
  • Fancy something different from war? How about skiing with Whipper Snapper Race?
  • I couldn't finish without mentioning this classic Golden Dawn intro!!
  • kTz and Hospes are featured on Demozoo.


Update - I've made a new video with the background audio on.


I made a little video, just to show the horizontal scrolling.


If in doubt, lob a grenade as quickly as possible!!


Finally, after decades, I'm actually playing through Cannon Fodder!


Shall I risk wading across the water or look for a better route?


The desert proves tough with hidden traps, so don't get blown up!


The Dukes of Hazzard comes to the world of Cannon Fodder!!


Very tough now, especially with guys off-screen accurately firing at me!